DayZ
Chernarus Battalion Headquarters Skalisty Island
How to spawn loot
Add the build and use the old school way to get a new mapgrouppos or use dayz editor and export a new pos except select full map when you export click the box
Old school way i referenced was using init.c file to generate new pos. Familiar with that?
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TacticalTurtle Nov 14, 2024 @ 5:13pm 
I put it like this in my init.c and it worked:


void main()
{
// INIT ECONOMY --------------------------------------
Hive ce = CreateHive();
if (ce)
ce.InitOffline();

// DATE RESET AFTER ECONOMY INIT ----------------------
int year, month, day, hour, minute;
int reset_month = 9, reset_day = 20;
GetGame().GetWorld().GetDate(year, month, day, hour, minute);

if ((month == reset_month) && (day < reset_day))
{
GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
}
else
{
if ((month == reset_month + 1) && (day > reset_day))
{
GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
}
else
{
if ((month < reset_month) || (month > reset_month + 1))
{
GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
}
}
}

SpawnObject("Land_Construction_Crane", "6149.272949 28.847200 2346.562256", "-57.999992 0.000000 0.000000");
SpawnObject("Land_Construction_House2", "6159.585938 13.708900 2346.833008", "0.000000 0.000000 0.000000");

GetCEApi().ExportProxyData("7500 0 7500", 10000); // Center of map, radius of 10 km
}

Object SpawnObject(string type, vector position, vector orientation)
{
auto obj = GetGame().CreateObject(type, position);
if (obj)
{
obj.SetPosition(position);
obj.SetOrientation(orientation);

// Fix object pitch and roll
vector roll = obj.GetOrientation();
roll[2] = 0; // Reset roll
obj.SetOrientation(roll);

if (obj.CanAffectPathgraph())
{
obj.SetAffectPathgraph(true, false);
GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(GetGame().UpdatePathgraphRegionByObject, 100, false, obj);
}
}
return obj;
}

class CustomMission: MissionServer
{
void SetRandomHealth(EntityAI itemEnt)
{
if (itemEnt)
{
float rndHlt = Math.RandomFloat(0.45, 0.65);
itemEnt.SetHealth01("", "", rndHlt);
}
}

override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)
{
Entity playerEnt;
playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");
Class.CastTo(m_player, playerEnt);

GetGame().SelectPlayer(identity, m_player);

return m_player;
}

override void StartingEquipSetup(PlayerBase player, bool clothesChosen)
{
EntityAI itemClothing;
EntityAI itemEnt;
ItemBase itemBs;
float rand;

itemClothing = player.FindAttachmentBySlotName("Body");
if (itemClothing)
{
SetRandomHealth(itemClothing);

itemEnt = itemClothing.GetInventory().CreateInInventory("BandageDressing");
player.SetQuickBarEntityShortcut(itemEnt, 1);

string chemlightArray[] = { "Chemlight_White", "Chemlight_Green", "Chemlight_Red" };
int rndIndex = Math.RandomInt(0, 4);
itemEnt = itemClothing.GetInventory().CreateInInventory(chemlightArray[rndIndex]);
SetRandomHealth(itemEnt);

rand = Math.RandomFloatInclusive(0.0, 1.0);
if (rand < 0.35)
itemEnt = player.GetInventory().CreateInInventory("Apple");
else if (rand > 0.65)
itemEnt = player.GetInventory().CreateInInventory("Pear");
else
itemEnt = player.GetInventory().CreateInInventory("Plum");

SetRandomHealth(itemEnt);

}

itemClothing = player.FindAttachmentBySlotName("Legs");
if (itemClothing)
SetRandomHealth(itemClothing);

itemClothing = player.FindAttachmentBySlotName("Feet");
}
};

Mission CreateCustomMission(string path)
{
return new CustomMission();
}
Last edited by TacticalTurtle; Nov 14, 2024 @ 5:16pm
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